The Looting
Fighting Over Loot Caskets (2-4 Gangs)
Objectives
Gang members from two or more gangs have been dispatched to spread out, find, and seize loot caskets from a Guilder shipment that suffered misadventure.
Tense gang violence transpires as fighters of each gang converge on the area and struggle to acquire as much swag as possible before the other gangs can scoop up the treasure.
The goal of this scenario is to gain control of as many loot caskets as possible by the end of the battle.
Each loot casket opened by or carried off the battlefield by a fighter during the battle gains that fighter's gang 1 Victory Point, and every unopened loot casket controlled by a gang at the end of the battle gains the controlling gang 1 Victory Point. The gang with the most Victory Points at the end of the battle wins.
Attackers
In this scenario, all of the gangs are considered to be attackers.
Type of Battlefield
The players should agree whether they will fight this battle using the Zone Mortalis or Sector Mechanicus rules or optionally fight on a hybrid battlefield.
If the players cannot come to an agreement, roll a D6. If the result is a 4+ it will be a Sector Mechanicus battle, otherwise it is a Zone Mortalis battle.
For two players, the battlefield should be a square that is either 24'' x 24'' or 2x2 tiles.
For three players, the battlefield should be 36'' x 36'' or 3x3 tiles.
For four players, the battlefield should be 48'' x 48'' or 4x4 tiles.
Set up Battlefield
Players should determine a priority before setting up the battlefield.
Zone Mortalis
In Zone Mortalis, the player with priority must choose a tile and place it.
In priority order, the next player may either choose another tile and place it so
that it is touching a tile that is already in place edge to edge and corner to corner,
or swap any two tiles that are already placed, or rotate a tile that is already placed,
or flip a tile that is already placed over to its other side.
This continues from player to player until the required number of tiles (determined by the number of players)
have been placed. After the last tile has been completed, still in priority order,
each player may place a door or ductway or a handful of scatter terrain anywhere on
the battlefield.
Sector Mechanicus
In priority order each player selects a 12'' x 12'' section of the battlefield and then each player simultaneously sets up the section of the battlefield they are responsible for using whatever terrain is available. If a dispute arises between multiple players wanting to place the same piece of terrain, the disputing players should roll off to determine who gets to place the piece of terrain.
Each section must have a minimum of one large piece of terrain or three medium pieces of terrain, and no section should have so much terrain or be arranged in such a way as to be unplayable. Terrain should be relatively stable and resistant to falling over if the table is bumped; anything too likely to fall over during the course of play can be vetoed by the other players.
After all players have set up the section of the battlefield that they are responsible for, in priority order each player may either reposition a piece of terrain anywhere on the battlefield or place a walkway, gantry, or similar piece of terrain to connect structures located in different sections.
This is repeated as necessary until all 12'' x 12'' sections of the battlefield have been set up.
Loot Caskets
Loot caskets feature prominently in this scenario, some of which might be trapped.
By default it is assumed the standard Necromunda loot casket and trap markers are available and used for this.
However, any similar proxy items will work fine.
Set up Loot Caskets
Players now take turns placing loot caskets in reachable places near the center of the battlefield.
First, the player with priority places the first loot casket within 3'' of the center of the battlefield.
Then, in priority order each other player rolls a D6 and adds the number of loot caskets currently on the battlefield to determine the placement of the next loot casket, if any.
Possible Loot Caskets
Loot Casket Placement
D6 + # of loot caskets
Outcome
2-4
The player places a loot casket on top of or adjacent to a previously placed loot casket.
5-6
The player places a loot casket within 3'' of a previously placed loot casket.
7+
The player does not place a loot casket, and this step of set up is finished.
Other Loot Caskets
If additional loot caskets are added to the battlefield, such as by a Tactics Card or a condition, they are set up onto the battlefield as directed by those effects.
The additional loot caskets then function identically to the loot caskets previously set up. They are targetable, might be trapped, can be carried, and are worth Victory Points.
Interacting with Loot Caskets & Traps
For the purposes of this scenario, all loot caskets are locked, have Toughness 4 and 2 Wounds, and might be trapped.
Additionally, they are not affected by Weapon Traits other than Demolition, Knockback, and Drag, and do not suffer Flesh Wounds.
If a loot casket loses its last Wound, it is destroyed and removed from play.
Trapped Loot Caskets
For each loot casket, the first time a fighter gets into base contact with it or it is hit with an attack, a D3 is rolled for it by the player with priority.
On a 1 the loot casket is trapped, otherwise the loot casket is not trapped. A marker should be placed on a trapped loot casket.
Note this is only done once per loot casket.
Approaching A Loot Casket
An Active or Pinned fighter can move into and remain in contact with an uncontrolled loot casket, while a Seriously Injured, Broken, or Engaged fighter cannot.
Any form of voluntary or involuntary movement can cause an Active or Pinned fighter to move into base contact with an uncontrolled loot casket.
Controlling a Loot Casket
During the battle, an Active or Pinned fighter in base contact with a loot casket controls that loot casket.
A fighter can control no more than one loot casket, and a loot casket cannot be controlled by more than one fighter.
This should be represented on the battlefield at all times by ensuring each loot casket is not in base contact with more than one fighter.
If a fighter in control of a loot casket becomes Seriously Injured, Broken, or Engaged, the loot casket they controlled becomes uncontrolled. It should be nudged so that it is not in base contact with any fighter.
If a fighter in control of a loot casket is involuntarily moved, the loot casket remains on the battlefield in the last place it was before the involuntary movement occured and becomes uncontrolled.
Trapped Loot Caskets
Interacting with a trapped loot casket in the following ways might trigger the trap:
Resolve Trap Trigger
When a triggering interaction with a trapped loot casket occurs, the player with priority rolls on the Loot Casket Trap Trigger table to determine if the trap goes off or not.
Loot Casket Trap Trigger
1
Center a 3'' Blast marker over the loot casket.
Every target under the Blast marker, including this loot casket, is hit with a Strength 4 Damage 1 AP -1 attack with the Demolition trait. If the loot casket survives this attack, it is no longer trapped.
Demolition: When rolling to wound an object or unliving target (such as a robot) with an attack that has this trait, reroll failed wounds once.
2
An attack with the Gas and Area traits centered on the loot casket automatically hits. The loot casket is no longer trapped, and the toxic gas cloud does not move with it.
Gas: When a fighter is hit by an attack made by a Gas weapon,
they are not Pinned and a wound roll is not made; instead
roll a D6. If the result is higher than the
target's modified Toughness, make an Injury roll
for that fighter (regardless of the fighter's Wounds characteristic). No
save roll can be made by the fighter against this attack. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Area: Use a counter to mark the location where an attack made with this trait hit.
An area extends 2.5'' out from the center of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally.
Fighters already in the area when the attack is made, fighters who start and end their activation in the area, and fighters who move through the area are all automatically hit by the area.
In the End Phase roll a D6; on a 4+ the area remains in play, otherwise the area dissipates and the counter is removed.
3
The trap does not trigger (this time).
Opening Loot Caskets
An Active or Pinned fighter in base contact with a loot casket can attempt to open that loot casket by making a Carefully Open (Double) or Force Open (Double) action.
On success, the loot casket is opened. If it was trapped, the trap is disarmed.
On failure, the loot casket is not opened, and the controlling player must roll to resolve any trap on the loot casket.
When a loot casket is opened by a fighter during the battle they claim the loot casket for their gang.
The fighter gains 1 XP immediately and that fighter's gang gains 1 Victory Point.
Then, click
here
to randomly generate the contents of the loot casket (if any).
Carefully Open (Double): The fighter makes an Intelligence check to open a locked loot casket they are in base contact with. On success, the fighter disarms any traps that are on the loot casket and opens the loot casket. On failure, the loot casket remains locked and any traps on it might be triggered. Any modifiers the fighter would apply to the Access Terminal action are applied to this action.
Force Open (Double): The fighter rolls a D6 and adds their Strength. On a 9+, the fighter breaks any traps that are on the loot casket without triggering them, and opens the loot casket. On failure, the loot casket remains locked and any traps on it might be triggered. Any modifiers the fighter would apply to the Exert action are applied to this action.
Carrying Loot Caskets
An Active or Pinned fighter in base contact with a loot casket can move it by making the Carry (Simple) action.
A fighter may only carry a single loot casket at a time, and can carry a loot casket off the battlefield in this way.
When a loot casket is carried off a battlefield edge by a fighter they claim the loot casket for their gang.
The fighter gains 1 XP immediately and that fighter's gang gains 1 Victory Point.
The loot casket will be opened in the Rewards step at the conclusion of the battle.
Carry (Simple): The fighter makes a Standard Move, taking a small carryable item with them as they go. Once they have finished their move, set up the carried item in base contact with the fighter. The carried item cannot be placed on top of anything else.
Choose Crews
In this scenario all gangs use the
All Eligible Fighters
method to choose their gang's Crew.
Determine Crew Rating & Underdog Status
Crew Rating and Underdog Status are calculated considering all eligible fighters. Underdog Status is calculated by comparing the Crew Rating of each gang. In the case of a 3 or 4 player battle, each gang should compare their Crew Rating for the battle to the average of the Crew Ratings of the opposing gangs to determine Underdog Status, and subsequently there can be more than one Underdog (up to all of the gangs).
Underdog Bonus
If there are Underdog gangs, this scenario allows
each Underdog gang's player to choose either the
Gang Augmentation
or
Variety Pack
Underdog Options.
Command Group, Looters Group, and Infiltrators Decks
Each player now sorts the fighters in their Crew into a Command Group deck, a Looters Group deck, and an Infiltrators deck.
It is possible that a player will have no Looters Group or Infiltrators deck or Command Group deck.
Infiltrators
Each player privately selects the fighter cards of all of the fighters in their Crew who can be infiltrated (if any) and places them face down to form their gang's Infiltrators deck.
Looters Group
Then each player privately selects the fighter cards of all of the Juves, Gangers, and Prospects in their Crew (if any) and places them face down to form their gang's Looters Group deck.
Each player may then privately select the fighter card of up to one available Champion or Specialist in their Crew (if any) and place it face down on top of their gang's Looters Group deck.
Command Group
Finally, each player privately arranges their Crew's remaining fighter cards and places them face down to form their gang's Command Group deck.
Fighters Recover
For each fighter that was excluded from Crew selection because they are in Recovery, clear their Recovering box on their gang's roster now.
Those fighters are able to take part in their gang's next battle, and are also able to take part in Post-Battle Actions after this battle.
Tactics Cards
During the Tactics Cards step of the Pre-Battle Sequence, each player may remove and set aside up to 10 cards from their Tactics Cards deck and shuffle the remaining cards together to form their Tactics Cards deck for this battle, and place it face down near the battlefield.
Then, each player draws three cards from their Tactics Card decks to form their hand.
Deployment
The player with the lowest priority selects any edge of the battlefield as their deployment edge. In a two player game, the opposite edge is their opponent's deployment edge; in a three or four player game in reverse priority order (lowest to highest) each remaining player selects one of the remaining battlefield edges as their deployment edge.
Infiltrators
The standard infiltration rules are not used in this scenario. Instead infiltrating fighters enter the battlefield in the first round, and all other fighters enter the battlefield in later rounds.
The player with priority sets up one fighter from their Infiltrators deck onto the battlefield within 6'' of their own deployment edge, then the player with the next highest priority sets up one fighter from their Infiltrators deck onto the battlefield within 6'' of their own deployment edge, and so on. This process repeats itself in a loop from highest priority player to lowest priority player until all fighters in all the gangs' Infiltrators decks have been set up onto the battlefield.
Starting the Battle
The battle starts and is fought normally using the Battle Sequence.
Reinforcements
Each gang's Looters Group enters the battlefield on the second round.
At the start of the second round, before priority is determined, the player who currently has priority sets up one fighter from their Looters Group deck onto the battlefield within 4'' of their own deployment edge, then the player with the next highest priority sets up one fighter from their Looters Group deck onto the battlefield within 4'' of their own deployment edge, and so on.
This process repeats itself in a loop from highest priority player to lowest priority player until all fighters in all the gangs' Looters Group decks have been set up onto the battlefield.
Each gang's Command Group enters the battlefield on the fourth round.
At the start of the fourth round, before priority is determined, the player who currently has priority sets up one fighter from their Command Group deck onto the battlefield within 2'' of their own deployment edge, then the player with the next highest priority sets up one fighter from their Command Group deck onto the battlefield within 2'' of their own deployment edge, and so on.
This process repeats itself in a loop from highest priority player to lowest priority player until all fighters in all the gangs' Command Group decks have been set up onto the battlefield.
Tactics Cards
At the very end of each round, each player may draw a Tactics Card from their deck and add it to their hand.
Escape!
Any fighter can escape by moving off any edge of the battlefield (voluntarily or involuntarily). Similarly if a Broken fighter randomly rolls enough inches of movement to leave the battle by moving off a battlefield edge (observing all the rules for how Broken fighters move), the Broken fighter leaves the battlefield.
Escaping fighters are removed from the battlefield, and count as being taken Out of Action for the purposes of Bottle Tests, but are unharmed and will be available for their gang's next battle.
Escaping With Loot Caskets
If a fighter Escapes with an unopened loot casket by carrying it off a battlefield edge, that fighter gains 1 XP immediately and their gang gains 1 Victory Point for claiming that loot casket. The loot casket will be opened in the Receive Rewards step of the Post-Battle Sequence.
Bottle Tests
Bottle Tests are not made during this battle.
Ending the Battle
There are several ways for the battle to end.
No More Loot Caskets
If at any point during the battle there are no more unopened loot caskets remaining on the battlefield, the battle will continue to the end of the current round and then be over.
Get Wiped Out
During the fifth and subsequent rounds, if at any time no fighters remain on the battlefield or all fighters remaining on the battlefield are Broken or Seriously Injured, the battle will continue to the end of the current round and then be over.
Final Stand
At the end of the fifth and subsequent rounds, if only one gang still has Active and / or Pinned fighters remaining on the battlefield, the battle ends immediately.
Unopened Loot Caskets
At the end of the battle, control must be determined for any unopened loot caskets remaining on the battlefield.
Such a loot casket that is adjacent to an Active or Pinned fighter is controlled by that fighter for their gang.
Unopened loot caskets that are not controlled by any gang remain unclaimed.
Victory
Each loot casket a gang opened, carried off the battlefield, or are in control of at the end of the battle is worth 1 Victory Point.
The gang with the most Victory Points is the winner.
If all gangs have zero Victory Points, the battle ends in a draw for all gangs.
If two gangs are tied for most Victory Points, the battle ends in a draw.
Rewards (Campaign Only)
Loot Caskets
The contents of loot caskets opened during the battle by a gang are added to that gang's Stash.
Each gang opens any unopened loot caskets they carried off the battlefield or controlled at the end of the battle now, and any contents are added to their gang's Stash immediately.
Experience
Each fighter who participated in the battle gains 1 XP. Reinforcements who never made it onto the battlefield did not actually participate in the battle and do not gain this XP.
Fighters gain 1 XP for each loot casket they open, carry off the battlefield, or control at the end of the battle.
Fighters gain the standard XP awards for taking opposing fighters Out of Action.
The first fighter in the battle to take any enemy fighter Out of Action gets 1 additional XP.
If a gang Wins the battle, any of that gang's fighters who remain on the battlefield at the end of the battle each gain an additional 1 XP. And if that gang's Leader participated in the battle they gain 1 additional XP (even if they are no longer on the battlefield at the end of the battle).
Reputation
Each gang gains 1 Reputation per opposing gang.
If there is a winning gang, that gang gains 1 Reputation.
Each gang gains 1 Reputation for every 2 Victory Points they earned.
Losing gangs lose 1 Reputation.
Diversity Incentive
For each of the opposing gangs that a gang has never fought before this battle, a gang
can gain either D3 Reputation or a pool of D3+1 XP to distribute amongst the gang's participating fighters.
Post-Battle Sequence
Proceed to the Post-Battle Sequence.